Iron Fist***
I. Channel your Chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent.
II. Punching attacks now do 40% more damage and can disarm your opponent. (Requires: Level 9)
III. Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent’s limbs. (Requires: Level 18)
IV. Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent’s limbs. (Requires: Level 31)
V. Punching attacks now do double damage. Criticals in V.A.T.S will paralyze your opponent. (Requires: Level 46)

Rating: Just like any other weapon perk previously discussed, this perk is a must-have if you are planning on unarmed combat.

Big Leagues***
I. Swing for the fences! Do 20% more melee weapon damage.
II. You now do 40% more melee weapon damage and gain a chance to disarm your opponent. (Requires: Level 7)
III. You now do 60% more melee weapon damage and gain an increased chance to disarm your opponent. (Requires: Level 15)
IV. You now do 80% more melee weapon damage and hit all targets in front of you. (Requires: Level 27)
V. You now do double damage with a melee weapon, and gain a chance to cripple your opponent, or grand slam their head clean off! (Requires: Level 42)

Rating: Must-have for any melee build! With all the perks I discussed so far it seems perfectly viable to make a melee build, might go for it on a second playthrough or DLC.

Rating:Definitely, a must-have for the heavy weapon users, although this one is not a perk you have to get right away. The most awesome heavy weapons will be available later in the game.

Strong Back*
I. What are you, part pack mule? Gain +25 to carry weight.
II. You now have +50 to carry weight. (Requires: Level 10)
III. When over encumbered you can use Action Points to run. (Requires: Level 20)
IV. When over encumbered you can fast travel. (Requires: Level 30)

Rating:
This can be useful, but it doesn’t fit in a max-anything build. For the hoarders amongst us, this is a must have though haha, especially the ability to fast travel while encumbered. So it’s really about saving time travelling back and forth before gettin encumbered than a necessity.

Steady Aim*
I. Stay on target! Hip fire accuracy is improved when firing any gun.
II. Hip fire accuracy is improved even more when firing any gun. (Requires: Level 28)

Rating:If you have a first person shooter background, this perk can be nice to have. However, Fallout is meant to be played using VATS and you will just be more effective if you do so, so I would skip this perk.

Basher*
I. Get up close and personal! Gun bashing does 25% more damage.
II. Gun bashing now does 50% more damage and possibly cripples your opponent. (Requires: Level 5)
III. Gun bashing now does 75% more damage and has an increased chance to cripple your opponent. (Requires: Level 14)
IV. Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a Critical Hit. (Requires: Level 26)

Rating:Again it depends on playstyle but it isn’t gamebreaking or terrible strong. Useful if enemies get to close, I guess.

Rating: This could be good for a Melee build, the extra damage is nice, but mostly you will still be moving even though you are close to the opponent. Also, if your gear is up-to-date you won’t even need the extra damage resistance.

Pain Train*
I. Choo Choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them. Robots and over sized enemies are immune.
II. Sprinting into enemies while wearing Power Armor now causes severe damage and a more powerful stagger. Robots and over sized enemies are immune. (Requires: Level 24)
III. Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact Landing near enemies from heights causes a more powerful area-of-effect Power Slam.(Requires: Level 50)

Rating: This is definitely a cool extra for power armor users, but the problem is it’s at strength 10.